ABSTRACT

This introduction presents an overview of the key concepts discussed in the subsequent chapters of this book. The book suggests that readers come to grips with the trials and tribulations of programming game physics from scratch. It shows that 2D game physics programmers started with Box2D by showing they how to download it and integrate it with their game code. After running 2D game physics programmers quickly through the basic concepts, the book demonstrates that the process with a quick toy that lets they drop balls and books out of the sky. It aims to help 2D game physics programmers come to grips with the trials and tribulations of programming game physics from scratch, by hand, with no libraries or outside help.